


cV 




FAKCalU-iuleif. 



THE 



LAWS AND PEAOTICE 



WHIST 







* s^HOHr.Mtjom « MP r. 



THE 



LAWS AND PRACTICE 



OP 



WHIST 



BY 



CJELEBS. j^ftg 



«* Vous ne save* pas done le Whiste, jetme homme ? Quelle triste 
vieillesse vous vous prepares I 



NEW YORK : 
D.APPLETON AND COMPANY, 

846 & 348 BROADWAY. 

1859. 




50 



.C 5 



^ 



CONTENTS. 



Page 

Preface vii 

Introduction ix 

Technical Terms ........ 1 

Laws op the Game 3 

By-Laws 16 

Preliminary Instructions 20 

The Lead 30 

Trumps 37 

Second Hand 43 

Third Hand 48 

Fourth Hand 52 

Underplay % 53 

Forcing and Huffing 55 

Hints at Finale 59 

Synopsis of Odds 62 

Dumby .......... 64 

Double Dumby 65 

Humbug 65 

French Humbug 66 

Three-handed Whist 66 

Comparison between Long and Short Whist . . .67 

Wilful Revokes 68 

The Strict Game 70 



PEEFAOE TO THE THIRD ENGLISH EDITION. 



This Manual, though presupposing a knowledge of the 
plot and organization of Whist, makes no pretension to 
imparting any new information to good players ; but simply 
offers assistance to beginners. With the exception of the 
modern artifice for playing trumps, the precepts of Hoyle 
embody the whole theory of the game : and neither Mathews 
nor Major A. furnish any intrinsic improvement on his doc- 
trine. These writers, instead of seeking to supply the desid- 
eratum of a concise and lucid compilation of the veteran's 
materiel, have merely modernized his text, after the style 
of Mrs. Nickleby's dialectics — inconsequent, rambling, and 
repetition/d. The right doctrine is never in the right 
! place : and we are left as it were with an encyclopaedia of 
Whist without alphabetical arrangement. 

Among the original matter in this work, the development 
of the signal denominated the Blue Peter is the most 
important feature; but the chief task of the author has 
been to express the precepts of the game in the most precise 
terms, and to adapt each rule to its logical position. 

The decisions appended to the laws are the results of 
"bond fide bets : but so far from being the mere dicta of the 
author, they do not altogether coincide with his notions. 

Portland Club, 
London, January, 1858. 



PEEFACE TO THE FOUKTH ENGLISH EDITION". 



In consequence of the preceding Edition of this Work 
having heen accepted by the Players of the Army and Navy 
and other clubs, as the best authority on Whist, the author 
thinks it necessary to mention, that the slight revisions, 
which have been made in the present Edition, occur only 
in the text ; the Laws remaining unaltered. 

Poetland Club, "W. 

April, 1858. 



INTRODUCTION. 



Since the decline of Hoyle, several writers have 
aspired to supply a standard text-book on Whist ; but 
owing either to a want of prestige, or to individual 
demerits, one and all have failed alike to usurp an 
exclusive control over the details of the game. The 
natural inefficiency of a work published more than a 
century since to compete with modern improvements, 
is sufficient to account for the deposition of Hoyle ; 
and the multiplicity of subsequent remodellers, each 
inculcating his own empirical notions and independent 
code, is equally sufficient to impede further unanimity. 
Meantime the government of all whist-rooms stands 
upon fluctuating conventionalisms : various societies 
adopting various customs, and different individuals 
being swayed by different authorities. It may be 
hopeless, in the face of so many failures, to attempt 
directing the allegiance of the modern play-world into 



X INTRODUCTION. 

a new channel : practically, however, all that is requi- 
site, to prevent disagreement, is a simple notification 
beforehand of the authority, by which all debateable 
matter shall be determined. It is in the power of 
every player, before sitting down, to inquire this point, 
which, in the case of Clubs, would most properly bo 
settled by the Committee. 

Independently of the question of authority, the 
existing hand-books to Whist are more or less un- 
satisfactory. Some are positively injurious from their 
extreme meagreness ; while others are too diffuse and 
immethodical, consisting of bare undigested precepts 
dotted down in eccentric confusion, unconnected by 
any theory, and unexplained by any principles. 

If Hoyle was not exactly the first who reduced the 
practice of Whist to a science, he is at least entitled 
to the credit of having rescued its rules from the 
vagueness of oral tradition, by giving them (anony- 
mously, in 1743) a printed existence. His laws, 
having been collected during the infancy of play, are 
naturally imperfect: so much so, that out of the 
twenty enactments applicable to Short Whist, con- 
tained in his sixteenth edition, only twelve were ad- 
mitted, without variations, in one of the earliest 



INTRODUCTION. XI 

revisions in 1775 ; and scarcely any survive to the 
present day. 

Hoyle has been remodelled by numerous plagia- 
rists, none of whom have attained repute. 

Mathews, in 1822, became with respect to autho- 
rity, what Hoyle was to the older school: but his 
work is so defective in arrangement that it cannot be 
recommended to a learner. 

Arnaud's " Epitome of Whist," published in Edin- 
burgh, 1829, is remarkable for novelty of arrangement. 
His maxims afford a tolerably correct synopsis of the 
game : but being categorically arranged, so as to form 
as it were a skeleton dictionary of isolated positions, 
they require to be learned by rote ; appealing more 
to the naked memory than to mental induction. 

The introduction of Short Whist called forth, in 
1836, the work known under the nom de plume of 

Major A . With verbose augmentations, the 

author's instructions are nearly identical with those 
of Mathews : like whom, he despises any approach to 
methodical arrangement, continually repeating similar 
maxims, separating exceptions from rules, and ex- 
amples from both, jumbling original data with deri- 
vative results — presenting altogether such a labyrinth 



Xll INTRODUCTION. 

of advice, and apparent inconsistency, as no pupil can 
easily unravel. A " little learning " is the sure result 
of such immethodical treatises, not embracing any 
general outline before descending to minutice. The 
mind must thoroughly understand the cause before it 
can embrace its consequences : unless acquainted with 
a whole, it cannot comprehend the symmetry of the 
parts; but an insulated position appears arbitrary, 
and the connection is not distinguishable. As diffi- 
culties arise, or new matter presents itself, a general 
principle will afford a rallying point, and we find our- 
selves possessed of premises from which we may argue. 

The rules in Mr. F. P. Watson's edition of Admiral 
Burney's Treatise are sound and comprehensive, and 
the classification is a boon to beginners. This work, 
however, is too meagre to develop the subtleties of the 
game ; the author considering diffuse instructions to 
be superfluous, in comparison with practical observa- 
tion and experience. 

Partiality for comic literature induced an Amateur 
to favour us, in 1843, with his lucubrations on Whist. 
For the historical portion we are under due obligation; 
but facetious practice at Whist is not a desideratum. 

The Treatise by the late Mr. J. W. Carleton, em- 



INTRODUCTION. Xlll 

bodied in Bonn's " Handbook of Games," 1850, com- 
prises nearly two hundred closely printed pages, 
divided into four parts, three of which are "revised 
editions " of Mathews, Hoyle, and Deschapelles ; the 
fourth being " partly original and partly compiled." 
The importation of Hoyle and Mathews into this 
volume is probably owing to their copyright having 
expired; and the elaborate fanfaronnade of M. Des- 
chapelles is more mystifying than instructive. The 
bulk of Mr. Carleton's contribution will of itself deter 
many from his portion ; and the separate treatment 
of Long and Short Whist is absurd, since the precepts 
of both systems are essentially identical. 

" The Whist-player, by Lt.-col. B , 1856." This 

author claims for himself " a more perspicuous method 
of imparting his knowledge than former expositors," 
His method, nevertheless, if by method is meant 
arrangement of the details of the game, is a mere 
copy of the present work, with the addition of a few 
diagrams, which their author calls "pictured im- 
pressions." It is a pretty nursery-like book, full of 
twaddle, and miserably faulty in detail. Even the 
technical terms are mis-defined. The Laws are cer- 
tainly not " those by which the game is generally 



XIV INTRODUCTION. 

regulated ; " and the illustrations, if they teach any- 
thing, seem to bear out the writer's confession of but 
a limited acquaintance with his subject. 

But notwithstanding so many publications, the 
complaint made by Mathews in 1822 is applicable to 
the present day — that a good player is rarely met 
with ; a fine one scarcely ever. We still continue to 
hear of some squire, parson, or lawyer, who " plays an 
excellent rubber ; " but who is at best perhaps capable 
of playing his own hand at the expense of his part- 
ner's. The average of such performers merely possess 
by rote a few empirical rules, which they indiscrimi- 
nately apply without reflecting that general maxims 
pre-suppose the game and hand at the commencement ; 
and that the slightest derangement in the data involves 
a corresponding modification of play. The road to 
proficiency, on the other hand, is to commence by 
mastering the principles rather than the apothegms of 
the game ; and though the principles themselves can 
only be verified in the mind, and impressed on the 
memory, by constant practice — yet in Whist, as in all 
other sciences, that practice, which is based on previous 
study of the rudiments, will assuredly prove the easiest 
and most perfect. No science can be intuitive ; and 



INTRODUCTION. XV 

the amount of inductive process requisite at Whist 
constitutes the main element of the moral excellence 
and peculiar fascination of the game. By some, never- 
theless, the toil of learning is dispensed with, because 
they " play only for amusement." Fine amusement for 
the unfortunate partner ! 



TECHNICAL TERMS. 



Blue Peter, a signal for trumps ( Vide Art. 3 a). 

Bumper, a rubber of foil points i. e. 5 at long whist ; 8 at 
short. 

False-card. When a higher card i3 unnecessarily played 
before a lower, without being intended for a blue Peter, it is a 
false card. 

Finesse, endeavouring to make a subordinate card do duty for 
a superior (Vide Art. 4). 

Force, leading a renounced suit, in order to force it to be 
trumped. 

King-card, highest remaining of a suit. 

Long-trumps, the remaining trumps being in one hand. 

Loose-card, i. e. losing card, one not likely to win a trick. 

Love, not having scored. 

Lurch (at long whist), not saving the double point. 

Mlnoi'-tenace, the combination of second and fourth best of a 
suit. 

Misdeal, not giving thirteen cards to each hand, in due rota* 
tion, when the pack is perfect. 

A pack is imperfect when it contains mere or less than fifty- 
two cards, or a duplicate card. 

Points. Each game consists of so many points, according as 
it is single, double, or treble : at the end of a rubber, the points 



Z TECHNICAL TERMS. 

of the losing party are set off against those of the winners ; the 
balance being the value or points of the rubber. 

At long whist, the points vary from 1 to 5, as the games 
are single or double ; one point being added for the 
rubber. 
At short whist, the points vary from 1 to 8, as the games 
are single, double or treble ; two points being added for 
the rubber. 
Renounce, having none of the suit led. 

Revokes are of two kinds: (1) not following suit when able; 
(2) not complying with a performable penalty. {Vide Laws 19, 
30.) 

Rubber, the majority of three games. 
Ruff, trumping a renounce-suit. 
See-saw, two parties ruffing alternate suits. 
Sequence, two cards of a suit in succession. 
Tierce, quart, quint, &c. sequence, of three, four, five, &c. 
cards respectively. Tierce major, ace king queen. Quart 
or quint major, ace to knave or ten inclusive. 
Slam, winning every trick in the hand. 
Tenace, the combination of best and third best of a suit. 
Underplay, a deceptive game. 



LAWS OF THE GAME. 



OP TABLE. 



1. The first four persons arriving at the card-table format™* 
are entitled to make the first rubber. Apart from this 
privilege, at the formation of a rubber, each candidate 
having drawn a card from the same pack, the lowest 

four are entitled to precedence ; the remainder having 
the privilege of entering at the next table formed, or 
awaiting their turn at the first. 

Six players constitute a full table. 

After one rubber, the players " cut out ;" the high- 
est withdrawing, to make room for supernumeraries, 
only two of whom are admissible together. After the 
second rubber, the longest players withdraw by rota- 
tion. 

A fresh candidate has a prior right to one who has 
played at another table. 

2. In cutting, ace is lowest. The two lower become partners. 
partners ; the lowest, having the deal, chooses seats and 
cards. Should the two lower cards be identical in 
value, these cut again for the deal. No one having 



LAWS OF THE GAME. 



Spurious 
cards. 



SHUFFLING. 



NEW CARDS. 



once chosen his seat, can change the same during the 
rubber. After each rubber, a fresh cut may be made 
for partners, or for deal only. 

In cutting, should two or more cards be identical in 
value, so as to arrest the comparison between the 
higher and lower, such cards are passed over, and 
others drawn, until the elimination is complete. 

Supposing a king, two queens, and nine are cut : the queens 
re-draw, for the lower to pair with the nine ; which, as the abso- 
lute lowest in the original cut, takes the deal. 

Similarly should three kings and a queen be drawn, the queen 
gains the deal, pairing with the lowest in the new cut ; if a king 
and two knaves succeed, a further draw is necessitated as between 
the knaves, for the lower to pair with the original queen. 

But if a tray and three deuces are drawn, the tray becomes the 
absolute highest ; the deal falling to the lowest in the second cut : 
so that if two trays succeed, a further draw is requisite as between 
them, for the higher to pair with the original tray. 

3. The cards must be shuffled above the table. 
Each player may shuffle ; the dealer having the final, 
and eldest hand the penultimate option. 

It is unusual to be over-fastidious, the preparation of the deal- 
er's pack being ordinarily intrusted to his left-hand adversary, and 
the alternate pack to the dealer's partner. No one is obliged to 
shuffle : nor can any one reclaim the privilege after relinquish- 
ment of his due turn. 

4. The cards may be changed as often as any player 
chooses to pay for new packs. One pack cannot be 
called separately. 



LAWS OF THE GAME. 5 

5. To constitute a cut, either parcel must consist of .^ CUT 
four cards at least. 

Should any card be exposed in or before cutting, 
whether accidentally or otherwise, the pack must be 
cut anew. 

After the cut has been intentionally accepted, the 
pack cannot be altered ; the sanction of the cutter and 
dealer being conclusive: the dealer must, therefore, 
adhere to this cut, or resign his deal. 

It follows, that new cards must be ordered before the cut. 

6. If the dealer looks at the trump before the pack dealing. 
is dealt out, the adversaries have a right to see it like- 
wise, with the option of a fresh cut. 

7. Any card, except the last, being faced, necessi- Faced card< 
tates a fresh deal. 

8. Should a card be exposed in dealing, the party Exposed 
not in fault have the option, limited, however, to a 
player who has not looked at his cards, of demanding a 
fresh deal, before the trump is turned. 

If, almost the last card having been exposed, the turn-up 
follow so rapidly as necessarily to forestall any decision, the op- 
ponents acquire the advantage of guiding their election by the 
trump {Vide Law 18). 

If the deal stands, the exposed card cannot be called. 

9. If the dealer drop the trump card on his parcel Lost deal, 
before exposing it, the deal is forfeited ; but he may 

set it apart from the rest, while bets are being ar- 
ranged. 



6 LAWS OF THE GAME. 

Misdeal. 10. The dealer having dropped the card to the 

wrong parcel, may recall it before serving another ; or, 
having dropped two cards together, may correct himself 
before dealing a third : in other words, where a card is 
recalled from more than one parcel, it is a misdeal; as also 
where the wrong card is recalled. 

The dealer may not touch the cards upon the table to ascer- 
tain an error ; but he is not prohibited from counting the undealt 
cards. 

(Cancel.) H- Whenever a misdeal is attributable to any 

interruption by the adversaries, the deal will not be 
forfeited. Hence, if an adversary looks at his hand 
during the deal, and the dealer's partner has not done 
so, no misdeal can be claimed : but the mere touching, 
or collecting the cards, will not affect the penalty. 

Case. A, having misdealt, claimed exemption, on the ground 
of his opponent having interrupted him, by questioning his title. 
Decision. Claim allowed. 

Dropped 12- When any one has fourteen cards, the others 

card - not having their complement, the deal is lost : but 
when any one has less than thirteen, it is possible 
that a card has been dropped in dealing : the deal is 
then only lost in the event of discovery ensuing before 
the first trick is played ; henceforth the disadvantage 
is shifted on the defaulter, who will be liable for each 
revoke he may make in consequence : nor will the case 
be altered, though the missing card be found in the 



LAWS OF THE GAME. 7 

other pack ; it being, moreover, liable to be called when 
discovered, (a) 

13. As there can be no misdeal with an imperfect Pwcdundant 
pack (Vide Definition), it is no absolute proof thereof, pac ' 
that any one has fourteen cards : for, if the rest have 

their complement, an extra card must have crept into 
the pack ; in which case, if the interloper be not re- 
jected before playing, the non-holders gain the option 
of a fresh deal. 

14. Again, it is no proof of a misdeal that any one Deficient 
has only twelve cards, as the pack may be deficient; pack * 
which point should be immediately ascertained, a sub- 
sequent deal not being annullable on the ground of 
wrongful possession (Law 15). 

If a hand be played with an imperfect pack, the score is not 
vitiated after the completion of a subsequent deal, (b) 

15. Any one dealing out of turn, or with the wrong Dealin 
pack, may be stopped before completing the deal: outofturrL 
henceforth the deal proceeds in rotation, the packs re- 
maining as changed. 

Case. A, having made a false deal, cut to B ; after whose 
deal, it appeared that a card of A's pack had been mingled with 
B's. Should the deal, having been wrongfully transferred, revert 
to A? Decision. Yes, though not on the plea advanced; but 
because B's deal could not be properly completed with a super- 
fluous pack. 

One partner may not deal for the other ; much less in turn of 
the other, without the opponents' consent. 



s 



LAWS OF THE GAUE. 



EXPOSED 
CaEDS. 



1G. Carte rue, carte jouee. Every card faced, im- 
properly played, or exposed, may be required to be 
left on the table ; and called, wherever it will not 
constitute a revoke ; the call being renewable until 
satisfied, (c) 

A player overlooking his neighbour's cards cannot call them, 
■unless wilfully exposed ; but a semi-detached card is within the 
penalty. A card falling to the ground is liable to be called, but 
should not purposely be looked at. 

17. If more than one card be exposed in playing to 
a trick, the adversaries may decide which shall be 
played ; and afterwards call the remainder, (d) 

If the cards are not dropped simultaneously, one being dis- 
tinctly played before any other is exposed, the after-exposure 
cannot be called to the current trick. 

calling. 18. A penalty cannot be demanded in lieu of a card 

legitimately played; but in all cases, of delinquency, 
reasonable time must be allowed for its exaction. 

19. If any one lead out of turn, either of the adver- 
out of vuxR saries, as they may agree, but without further consulta- 
tion, has the choice of calling the exposed card at any 
time ; or a suit from the right player, (e) 

Should the exposed card be legitimately played away before 
being called, no penalty remains. 

If the delinquents have none of the suit called, the penalty is 
adeemed : if the opponents call different suits, either may be led. 

20. If any one, having headed a trick, leads afresh, 
or, having won the trick, leads consecutively several 



PLURALITY 
OF LEADS. 



LAWS OF THE GAME. 9 

cards, without in each case awaiting his partner's play, 
the partner may be called on to win the trick originally 
headed, or any of the subsequent cards played by antici- 
pation ; in which event, each of the intercepted cards 
may be called. 

Case 1. If A plays a succession of winning cards, without 
waiting for his partner, who is able to ruff, the latter must do so, 
if asked to intercept the lead. 

Case 2. If A simply places his king-cards on the table to be 
called, does he equally compromise his partner ? Decision. The 
complexion of the case would not be altered, the cards being in 
equity regarded as played. 

Case 3. A, having only a long trump and long suit, plays the 
trump, and then his suit, in anticipation of the lead, which he 
declares to be immaterial to the issue. B claims to treat the 
hand as exposed, and calls one of the long suit to his lead. 
Decision. Claim disallowed ; but had A any of the suit led, he 
would have committed a revoke. 

21. When a mislead is followed by one or even two playing 
players, each of their cards may be called ; but should turn* 
the trick be completed it stands good, on the principle, 
communis error facit jus. (f) 

22. If third hand plays before the second, so may 
the fourth ; otherwise, if fourth hand anticipates his 
partner, the latter may be called on to pass or win the 
trick. 

23. Should any one play twice to one trick, or pack misplayinj 
the trump card with the tricks, he is liable for each re- 



10 LAWS OF THE GAME. 

voke made in consequence; the same as if he had 
dropped a card. 

24. Should any one have omitted playing to a trick, 
the adversaries may claim a new deal. 

tkump-caed 25. A player is entitled to know the trump-suit at 
any time ; but not the trump-card, after the first trick 
is played. Should the trump have been prematurely 
taken in hand, and the dealer, on inquiry, substitute 
another, the latter may be called. Should he ignore it, 
he may be obliged to play his highest or lowest trump, 
at the first opportunity. 

tlated 26. No one can see more than the last trick turned, 

cards. an( j ^ e current trick ; i. e. at most eight cards, of which 
only four have been turned. 

placing 27. Before the trick is gathered, you may require 

each card to be claimed ; the proper formulary being, 
" Draw your cards." To ask who played any particu- 
lar card, is too pointed. If you inquire your partner's 
card alone, the adversaries may take all the advantage 
of his misclaim. 

Case. A having requested cards to be placed, his partner mis- 
appropriates the best ; whereupon B abstains from drawing, and 
A passes the trick. Decision. A may recall his card. 

In another case, B indistinctly named his card, instead of 
drawing it, and A passed the trick through misunderstanding him. 
Here again A's request was not properly met. 

28. When possession of a hand has once been dis- 
hand. tinctly abandoned, it cannot, even though unexposed, be 



CARDS. 



ABANDONED 



LAWS OF THE GAME. 11 

again taken up from the table, if the opponents decide 
on calling it. 

A mere feint to surrender is not penal : the abandonment must 
be absolute. 

Case 1, A having intimated that he has game, B (adversary) 
resigns, when it turns out that A was mistaken. Can B recall 
his hand? Decision. B should have called A's hand, instead 
of resigning his own. C and D proceed to call both hands 
respectively. 

Case 2. A, B, and C, having thrown up their cards, can D 
call all three hands ? Decision. His partner's hand can be called 
by the opponents, (g) 

Case 3. A and B having thrown down their hands, are respect- 
ively permitted to retrieve them ; but, after an interval of some 
tricks, A's partner claims to call B's hand. Condonation is 
pleaded. Decision. Plea allowed. (A) 

29. There are two criteria for the establishment of kevokb. 
a revoke ; either the trick must have been quitted, or, 
the person revoking, or his partner, must have played 
since. 

It is no confirmation of a revoke, that the trick is simply 
turned, unless absolutely quitted ; which is not the case till the 
trick is turned, and the hand entirely withdrawn. 

Case 1. A having renounced, B had turned the trick on five 
others, and gathered the six together ; but while his hand is still 
on the parcel, A discovers he could follow suit. Decision. B's 
hand having never quitted the trick, A is in time to correct his 
card, if neither himself nor partner had since played. 

Case 2. The trick being turned by the non-winners, A discov- 
ers, while claiming it, that he had revoked. Decision. The trick 



12 LAWS OF THE GAME. 

not being properly quitted, the revoke can be rectified, in the 
absence of after-play. 

Case 3. Can a revoke be rectified after the trick has been 
merely turned over, without being gathered up, the hand having 
been withdrawn ? Decision. Not unless such trick was turned 
by the non-winners. 

Case 4. Would a mislead be sufficient to support a revoke ? 
Decision. Yes. 

Mis- 30. On partner renouncing, he may be questioned 

renounce. x . 

on the point : and it he finds that he is m error, then, 
so long as no revoke has been consummated, he may 
withdraw the renounce ; on penalty of substituting his 
highest or lowest of the current suit, or of having the 
false card subsequently called, as may be demanded : 
the after-players being at liberty to alter their cards. 

The condition on which a renounce may be rectified, is not 
fulfilled by the sudden substitution of another card, before the 
penalty is settled. Such card, if it would not meet the adversa- 
ries 7 demand, is unwarrantably exposed. 

Should the penalty be improperly evaded, e. g. by not playing 
the highest as called, the original fault remains unatoned ; i. e. the 
revoke is complete. 

Case 1. A having requested his partner to re-examine his 
hand, the trick is quitted in the mean time. Is the revoke estab- 
lished ? Decision. Not unless the trick is quitted by A himself 
or his partner ; the question having been put in time. 

Case 2. A, having renounced, is, while in the act of playing 
again, admonished by his partner : when it became a question, 
whether the card in transitu was actually played, or only exposed. 
Decision. The card was played, so soon as it left the owner's 
hand. 



LAWS OF THE GAME. 13 

31. No revoke can be claimed after the tricks have 
been mixed. 

The proof of revoke rests on the claimants, who may examine 
all the tricks at the end of the hand. If the defendants mix the 
tricks to prevent discovery, the penalty may be taken pro con* 
fesso. 

32. Each revoke incurs a separate penalty, taking Penalty 
precedence of every other score : each penalty may be 
differently taken ; but a single penalty is not divisible. 

You may add three to your own, or substract three from 
the adverse score, or appropriate three of the adversa- 
ries' tricks. A party revoking cannot count game that 
hand. 

There may be judgment in electing the penalty: e. g. if the 
opponents are four or two to love, add to your own score ; if they 
are three to one, take them down ; if they have seven tricks, take 
three of them. 

When no point remains to be saved, the idea of requiring the 
hand to be played out, for the chance of the winners 7 revoking, 
is frivolous ; because they would naturally offer their hands to be 
called. 

Should the improbable case of both parties revoking occur, 
the penalty is mutually taken, neither counting game. 

Bets on the odd trick are decided, in case of a revoke, by the 
result after the penalty is taken. 

Case. If the revoking party are four, and three points are taken 
from their score, they cannot then count honours. 

33. Honours can never be counted, unless claimed scoring. 
before the ensuing deal is completed. An omission to 



14 



LAWS OF THE GAME. 



Honours. 



score cannot be supplied, after an intervening score has 
become due. Anoverscore may always betaken down, (k) 

In scoring honours, it is sufficient that the question be mooted 
before the turning up. If the claim had been flatly negatived by 
the opponents, lapse of time is no estoppel. 

Case. A having played three honours, at the score of three, 
intimates that the game is won ; but B insists on persevering 
u to save a point;" and when the next game is completed, im- 
peaches A's title to the game, on the ground that he had not 
properly called honours. Decision. The call was implied, and dis- 
tinctly recognized by the adversary. The prematureness of the 
claim does not destroy its efficacy. 



CALLING 
OFT. 



AT LONG WHIST. 

34. If any one calls after having played ; or reminds 
his partner of calling, after the deal is completed ; the 
adversaries may claim a fresh deal. 

Case. A, being at eight, inquires of his partner immediately 
after the deal is completed, " How many are we ? n Decision. He 
reminds him of calling. 

Calling is the only positive avowal permitted at whist. It is 
an intimation to partner to lead trumps : hence, with a powerful 
hand it is not advisable to call, lest you put the adversaries on 
their guard ; neither is it advisable, unless partner has the lead, 
to call before the latest period allowed, viz. : before your own 
turn to play. 

When the adversaries do not call, if you have no honour, you 
may presume partner to have at least two ; having one, you pre- 



LAWS OF THE GAME. 15 

sume that he has at least another : if both parties are at eight, 
without calling, there is probably one honour in each hand. 

If honours are not shown at the outset, precedence attaches to 
tricks. 

35. If any one calls without having two honours ; 
or without being at the score of eight ; or shall answer 
the call, without having an honour ; the adversaries may 
consult as to a fresh deal, reclaiming their hands if 
thrown down. 

Case 1. A, on turning up an honour, calls to his partner, " Have 
you one ?" May a fresh deal be demanded ? Decision. Yes ; 
unless it turns out that A, possessing another honour, had really 
a title to call. 

Case 2. A, having four honours at the score of six, claims game. 
Can a fresh deal be demanded, for calling at another score than 
eight ? Decision. This is not a call, the honours being treated 
as exposed cards. 



BY-LAWS. 



The preceding code is framed with special reference 
to the laws of the Portland club ; and is in accordance 
with the regulations of all the best whist-clubs of the 
present day. Other laws are conventionally admitted 
in some circles ; but as their compulsory introduction 
cannot be entertained, I embody them in the form of 
by-laws, for the private adoption of those who consider 
them desirable. 
intimations 36. Whoever indicates the tenor of his hand by any 
overt declaration, must suffer it to be called. 

37. Whoever indicates possession of any card or 
cards, must submit to such being called. 

38. Whoever signifies approval or disapproval of 
partner's play; or induces him to play or withhold any 
particular card or suit ; or separates his own card from 
the trick unasked ; or offers any improper information ; 
shall submit to a suit being called, either from himself 
or partner, on the first opportunity. 

This provision comprehends all improprieties of speech and 
gesture, which are not elsewhere provided against : e. g. 

Refreshing partner's memory as to the score, trump-card, 
a Blue Peter, king-card, or any other particular. 



BY-LAWS. 17 

39. Honours scored without title shall be transferred mis-score. 
to opponents. 

40. So long as two partners have their score diffe- 
rently marked, the opponents may elect which score 
shall be accepted. 

41. Whoever revokes shall pay his partner's points revoking. 
for the rubber, notwithstanding the result was thereby 
unaffected. (/) 

42. The uninvited interference of a bystander sub- bystander. 
jects the favoured party to forego the benefits pointed 

out. (m) 



NOTES. 



a. This law may seem, at first blush, severe : but the pre- 
sumption is, that the card was not dropped in dealing, but by 
the defaulter ; who might have purposely mixed it with the other 
pack. Card-laws, having reference to the possibility, not the 
probability, of malpractices, admit no distinction between inten- 
tional and non-intentional acts. 

b. Many hands have been unconsciously played with an im- 
perfect pack. 

c. Hoyle enacted that an exposed card should be named, as a 
condition precedent to its being called: and provided a penalty, 
which would now be superfluous, for miscalling. The modern 
law is based on the possibility of the card having been seen by 
the partner. 

d. There is no ground for considering this proceeding as 
exacting a plurality of penalties. 

e. The limitation in calling a suit only from the right player, 
creates this anomaly in the penalty: that in case of leading in 
turn of the partner, either a suit or the exposed card may be 
called; but for the graver offence of attempting the adversaries' 
lead, no choice can exist. 

/. This is a moot law : some players averring the doctrine, 
that the fault of A, in misleading, excuses B in following him! 
But though it may be natural for B or C to follow a mislead, it 
certainly is not obligatory ; consequently their cards cannot be 
otherwise than unnecessarily exposed. The offence of A, in dis- 
closing his suit, is plainly greater than that of B; who' simply 



NOTES. 19 

exposes a card, perhaps contrary to inclination : but the penalty 
is exactly adapted to meet the difference ; inasmuch as either a 
suit, or the exposed card, can be called from the one party ; but 
only the card from the other. The plea that B is justified by the 
error of A, is against the analogy in law 28, Case 1. Moreover, 
the special proviso for correcting after-play in case of a mis- 
renounce, seems purposely to exclude the principle from opera- 
ting under any less excuse. Supposing also that the proper lead 
was either with B or C, surely neither of them could plead their 
own default. 

g. I do not understand the principle of this decision ; con- 
sidering that a player abandoning his cards has no further power 
than a bystander over his hand : so that if both partners, A and 
C, following the example of B, abandon their cards, it should be 
open to D to make any possible disposition of the hand. As the 
decision stands, two partners might, in a desperate case, purposely 
lay down their hands, in hope of an adversary doing the same, 
and of then saving the game by calling. 

h. This is an instance of the bad consequence of not playing 
the strict game. In the case stated, A's partner did not seek to 
call B's hand, until A had evidently played all his important 
cards. 

k. It is right that honours should not be mooted, after the 
period for playing the next hand has arrived : i. e. after the com- 
pletion of the ensuing deal. But the ground for allowing a wider 
margin for tricks, because the score is presumed to have been 
duly ascertained, is unsatisfactory. 

/. The latter clause of this law operates against an intentional 
revoke ( Vide page 68). 

m. The office of bystander is voluntary ; his silence imperative. 
The idea of holding an intermeddler accountable, may be equi- 
table enough, but its practicability is by no means certain. 



GRADATIONS 



PKELIMINAKY INSTRUCTIONS. 

Est quadam prodire tenus. 

1. The novice should play his hand in a straight 
of play, forward manner, finessing but slightly, and never 
misleading his partner ; his system should rather be to 
save than to win the game. He must play a good 
game before attempting a fine one ; that is, he must 
pursue the safest leads and most simple finesses, with- 
out indulging in capricious experiments, or venturing 
into the labyrinths of underplay. After some experi- 
ence, he will gradually improve his tactics, adapting 
them to the infinite modifications which arise in the 
course of play ; and will not scruple to occasionally 
abandon the beaten track, when he may win the game 
by a bold and unsuspected deviation. Such refinements 
cannot be taught by rote, being mostly extempore stra- 
tagems, effected by the genius of the accomplished tac- 
tician. 
bttdiments. 2. Habitual observance of the following principles 



PRELIMINARY INSTRUCTIONS. 21 

involves much recompense for little labour. They are 
nevertheless grievously neglected by beginners. 

a. Always consult the scores before playing. Score. 

b. Bear in memory the trump-card: it may often Trump card, 
explain the lead ; and by withholding it as late as 
practicable, you add somewhat to the information of 

your partner. 

c. Never hesitate long, nor half draw out different Hesitation, 
cards: this is disadvantageous to yourself, and tire- 
some to all. 

d. Never play false or random cards. Beware also Random 

snots. 

of forming a system upon fortuitous results ; as bad 
play may chance to succeed where good would not ; 
and it will ever be more difficult to displace erroneous 
impressions than to acquire just ones at first ; on this 
account, avoid beginning to practise with indifferent 
players. 

It is maintained that the odds are only jive per cent, between 
the best and worst partners. If this be true, it is well worth 
while to seek improvement at so small a sacrifice. Le jeu vaut 
la chandelle. 

e. Having calculated the probable worth of your Analysis of 
hand, keep your eye on the board, instead of poring over 

your own cards ; so that by strictly noting the value 
of each trick, you may regulate your judgment as to 
the position of the remaining cards, and contents of the 
several hands. This is the only method of cultivating 



22 PRELIMINARY INSTRUCTIONS. 

the memory, without which, neither maxims nor prac- 
tice can make even a mediocre player. 

Indifferent players are fond of ascribing their failings to a 
physical unsoundness of memory ; whereas the superior facility 
with which proficients draw their conclusions, is the result of 
habitual practice based on a thorough knowledge of the game : 
quickness of memory should therefore be considered as the 
effect rather than the cause of good play. 

Aids to f. The habit of counting your suits, and observing 

memoiy. ^ e ^^ £ ^^oh as you sort them, so far assists the 
memory, as to enable you, by reverting to the original 
complement, to recall at least the number of rounds in 
each suit. Mnemonical systems of placing the cards 
are worthless: they may fail at a pinch, or be de- 
tected. 

inferences. 3. In the following inferences there is little room 
for ambiguity ; unless false colours are purposely shown 
to deceive the adversaries. 

Blue Peter. a. Whenever a superior card is unnecessarily played 
before an inferior, e. g. the tray before deuce, it is the 
strongest indication of the player wishing for trumps. 

This signal, metaphorically termed the Blue Peter, is in diame- 
trical antagonism to the theory of the old school ; when, playing 
the higher card first, indicated exhaustion of the suit and a wish 
to ruff. 

Sequence. ^ ^ being an axiom to lead the highest of a se- 

quence, but to follow suit with the lowest (41), except 
when asking for trumps ; it follows — 



PRELIMINARY INSTRUCTIONS. 23 

i. That the player who leads off a high card, pro- 
bably holds the next inferior in value. 

Seeing otherwise by your own hand, you know that he led to 
benefit his partner, or to obtain a ruff. 

ii. That a player does not hold the next inferior 
card to that with which he follows suit. 

The maxim of playing highest third-hand is an instance of 
the mischievous effects of 4 general rules for beginners : ' sequences 
and finesses are ever to be expected ; and these exceptions are 
more important than the rule. 

c. Leading from only two in suit, with or without Ruff-lead, 
sequence, indicates a wish to ruff; especially if the 
higher card be played first, as is proper (25). 

d. Leading the king-trump, and then stopping, is King-trump, 
generally a sign of exhaustion ; and invariably after a 

ruff. 

e. A player usually discards from a suit that he does Discard, 
not care to be led ; i e. either from his own weakest, or 
partner's strongest ; taking care to preserve a remnant 

of the latter, to lead, if eventually required. Having 
two weak suits, he should discard alternately from 
each. 

Observe carefully the original discard, and the aspect of the 
game at the time. To partner's lead, let the discard be as 
straightforward and directive as possible; to opponent's, you 
need be less courteous. 

In neither case, however, should the discard be uncondi- 
tionally accepted, to the sacrifice of all other considerations : as, 



24 PRELIMINARY INSTRUCTIONS. 






on the one hand, partner may be reluctant to wholly unguard his 
weakest suit ; while on the opponent's side, the discard may be 
purposely deceptive. 

/. Discarding a higher card before a lower, is of 
course a Blue Peter. Discarding ace, or king-card, 
indicates that the sequence cards are behind : discard- 
- ing second best, indicates having no more. 

fo e urth n hand. 9- The ^mih band is presumed to win at the cheap- 
est rate ; if therefore he wins the ten with ace, he has 
probably nothing intermediate ; if, however, he returns 
the king instanter, he should have no more of the suit ; 
and had he played queen immediately after the ace, it 
is equally clear that he holds the king. 

By winning with highest, and returning lowest of sequence, 
you inform partner of your strength ; which is eminently desira- 
ble in his own leads, especially if trumps. 

finesse and 4. Finessinq is when you endeavour to win the trick, 

TEN ACE. a J 

either by passing partner's card, or without parting 
with your best; so that, if the intervening card or 
cards be on your right, you win at comparatively slight 
expense. 

Tenace is the best and third best of a suit ; which 
combination, in the possession of fourth hand, involves 
the certainty of two tricks : whereas, in the case of 
second or third, this effect is only contingent. 

Both are thus exemplified: the second or third 
hand, holding ace queen ten, finesses queen, in hope of 
the intervening king lying on the right : at the same 



PRELIMINARY INSTRUCTIONS. 25 

time, should the queen be taken, he is left with ace ten, 
against the knave ; so that, on return of the suit, he 
will either establish the tenace, or command a second fi- 
nesse with the ten. 

The economy effected by the sister instruments of finesse 
and tenace is so great, that the chance of establishing or defeat- 
ing these positions should be a ruling object throughout the 
hand ; unflagging observation being requisite to extend the 
principle into the dregs of a suit. Nor is it less important to Minor 
keep in view the correlative combination of second and fourth enace 
best, or minor-tenace, standing, as it were, in the position of heir 
to the pure tenace. 

5. Although the rationale of the game is character- mathemati 
ized rather by intellectual skill than fortuitous elements, 
yet, in the absence of more positive indicia springing 
from the play, a knowledge of certain abstract compu- 
tations will be useful. 

i. It is 2 to 1 against partner holding a given card as to a given 
which you have not. 

ii. It is 32 to 25 (about 5 to 4) that he holds one or 
both of any two cards. 

iii. It is 5 to 2 that he holds one or two or all of 
any three cards. 

iv. It is 4 to 1 that he holds one out of any four 
cards. 

v. It is 7 to 2 against his holding two only of any 
three cards; and 3 to 2 against two out of any four 
cards. 



26 PRELIMINARY INSTRUCTIONS. 

The odds are so considerable (Vj to 2) that no player has any 
two named cards, that it would be preposterous to play on such 
a contingency, except as a dernier ressort (e. g. 93) ; deeper cal- 
culations, therefore, are more for curiosity than use. 

Lead v. deal. In playing for the odd trick, the advantage is sup- 
posed to lie with the lead (particularly with duinby) ; 
the dealer, on the other part, has a better prospect of 
honours ; and, at short whist, the odds at commence- 
ment, are 5 to 4 on the deal for the game, and 6 to 5 
for the rubber. 

outline of 6. The primary object at starting should be to estab- 

CAMPAIGN. ,.,,.,, m ., 

lish a long suit, whether your own or partner s. lnis 
is scarcely feasible without superiority in trumps : the 
strength of which must invariably, more or less regulate 
the play. Generally, the primitive lead is from the 
strongest or most numerous suit, especially if containing 
an honour. Should partner win, he may be expected 
to show his best suit in return : after which it becomes 
mutually optional, either to pursue one's own suit, or 
to return partner's, or to open trumps ; which last pro- 
ceeding would be a strong indication of a powerful 
hand. When rather weak, the better policy is to lead 
strengthening cards, as boding least mischief to part- 
ner; and to clear the original suits before touching 
trumps, so as to make the utmost tricks in a direct and 
certain manner, without allowing king-cards to be 
ruffed ; and, above all, never risking a trick, by which 
the saving of the game is effected. 






PRELIMINARY INSTRUCTIONS. 27 

Queens, knaves, tens, are strengthening cards : the nine is ■ 
equivocal, being led both from a good and bad suit (61). 

7. At commencement of a game, a powerful hand is influence of 

•it iii ii scores on 

entitled to play boldly. If the score is considerably ad- play. 
verse, a shallow or even moderate hand should be sacri- 
ficed to strengthen partner ; in which case avoid lead- 
ing from several low cards ; and where you have less 
than four in suit, lead fearlessly the most strengthening 
card, whether king, queen, or knave : for if partner is 
weak also, the game must be lost, while if strong you 
place him on his guard, and afford opportunities of fines- 
sing to most advantage. You might equally lead your 
best trump, particularly if you have no honour and the 
adversaries are three. When the scores are pretty equal, 
play more cautiously : and at all times avoid capri- 
ciously shifting from one weak suit to another. 

8. Leads are of three kinds, — 

i. Natural or aggressive, which proceed from well- Diagnosis of 
fortified suits. le ° ads ' 

ii. Secondary or forced. These are especially de- 
pendent on some known position, or unexpected fall, of 
the cards ; provoking an involuntary change of suit, or 
perhaps inviting the return of an adverse lead. 

iii. Defensive, emanating from sheer weakness ; i. e. 
from a poor suit of less than four cards, of which the 
highest should invariably be led. This, if an honour, 
may materially assist the partner ; who must never re- 






28 PRELIMINARY INSTRUCTIONS. 

turn the suit, unless for the purpose of establishing a 
ruff. 
Return of 9. it will be seen (29) that it may be of paramount 

partners v ' J r 

lead. import to return instanter partner's lead in trumps : in 

other suits, if you have a good independent lead, this is 
not judicious, particularly when you only win with 
queen ; for by opening a counter-suit, you afford a clue 
to partner, whereby he may direct his future leads. 
Here is a sad stumbling-block to beginners, who are 
tutored " always to return partner's lead," which rule, 
if properly interpreted, only means, "return partner's 
(aggressive) lead, to the exclusion of the adversary's." 
So far is there no injunction from making a collateral 
lead of your own, that the omission to do so is only at- 
tributable to either of these motives — that you have 
nothing better to return, or that you purpose establish- 
ing a ruff. Nevertheless, it would be dangerous to lay 
down a precise boundary in this respect, as the exact 
line of demarcation will only be drawn by a proficient. 
It may be enough to hint that generally an aggressive 
lead may freely be returned ; while a forced or defen- 
sive lead should be treated as the suit of the adversary, 
in which the tenace and command should be jealously 
retained. 

Dcmonstra- 10. Let your general play be as intelligible to a 

tionofhand J & i -* * ^ u 

good partner as you can make it ; for though you may 
thereby offer equal information to the opponents, the 



PRELIMINARY INSTRUCTIONS. 29 

advantage is usually more available to him. False 
cards and speculative manoeuvres tend to destroy that 
confidence and correspondence between partners, which 
constitute the essence of success. 

Nevertheless it is the part of a proficient to vary his 
game at the proper season, and subject to the calibre 
of the players. Accordingly, if partner is unlikely to 
win any trick, or you are indifferent as to what he may 
lead ; an obscure game, particularly in adverse suits, 
may be useful : e. g. the mode of playing sequences may 
be reversed ; deeper finesses made ; king-cards reserved, 
and false ones discarded. At other times, the disad- 
vantage entailed by misleading partner, is not counter- 
balanced by placing opponents in the same boat : all 
hands will then be pulling against you. 



THE LEAD. 



(Test le premier pas qui coute. 

aggressive 11. Always lead the highest or lowest of a suit; 

never a central or intermediate card, without a peculiar 

object in so doing. 
Elimination The most favourable leads are those which pave the 
tenacef ° r wa 7 to a fi nesse or tenace ; hence, 
Ace Ung a* With ace king knave, lead king, and wait. 

knave. 

But observe that with ace king knave five in suit, the chances 

are in favour of the queen falling in the first two rounds. 

By the expressions ace king knave five in suit, ace four in suit, 

king three in suit, is meant respectively, ace king knave with two 

others, ace with three others, king with two others. 

King queen b. With king queen ten, lead king ; and whether it 

wins or not, wait to see if ace or knave be forthcoming 

from partner (15, 66). 
Quehv c- With queen knave nine, lead queen; and if 

knave nine, taken, wait for partner's rejoinder; except, perhaps, 

when you have five in suit, in which case the king-card 

and ten will probably fall together. 



THE LEAD. 31 

d. On same principle avoid leading from ace knave, a™ knave 

Of t&7b. 

or ten ; as by remaining quiet you are more likely to (ineligible.) 
acquire tenace. 

An adept will discover numerous opportunities of following 
this principle throughout the hand (e. g. 36). The propriety of 
adopting or declining the proffered finesse depends upon adven- 
titious causes ; such as the quality of the return-card, the nature 
of the scores, the number of your suit ; e. g. should you lead 
from ace knave, and partner win with queen, it would be absurd 
to finesse on return of the suit, when the king cannot be on your 
right. 

12. When a suit is discontinued in order to be led (counter- 
up to, the best chance of defeating the ulterior object p ° 
will be to lead through the discontinuing hand — E. G. 

In the above case (a), king having been led on your 
left, and the suit discontinued, by leading through the 
ace knave, you may prevent the finesse. 

Again, in case (c), seeing that, queen having failed, 
the suit is not repeated, by leading through the original 
player, you give partner the chance of making the ten 
over the nine. 

This manoeuvre is underplay if you yourself possess the king- 
card (69) ; but anywise it relieves partner from the danger of 
leading up to minor-tenace. 

13. Sequences, heading a suit, are always safe and Sequence, 
eligible leads. Holding a quart or quint to king, lead 

the lowest, to prevent partner from keeping up the ace, 
and hereafter obstructing your suit, while you proceed 



32 THE LEAD. 

with a second round if it is kept up by the opponents : 
in all other cases lead the highest. 

The use of leading the highest of a sequence is manifest : if 
with a tierce to queen you lead queen, second hand may put on 
king, and partner cap it with ace ; whereas, had the ten been 
led, the ace would still be played, but the king withheld, instead 
of being hemmed in beyond escape. 

Again, with tierce to knave, if second hand simply holds 
queen, &c, he would cover the knave led (50), and it is probable 
that partner plays higher (5 i.) : whereas, if the nine is led, the 
queen is reserved. 

Tierce 14. With tierce major, if you lead off king and 

major. q ueellj partner will know you have the ace, while the 

opponents are uncertain. Moreover, should partner 

have but one at most of the suit, he may be enabled to 

better regulate his discard. 
King queen 15. If you win with king, from king queen, &c, you 

must not depend upon being equally successful with the 

queen ; discontinue the suit that the ace may be played 

(11 h, 66). 

Queen 16. From queen knave and another, lead queen, and 

knave. y? taken, abandon the suit; since you cannot play as 

before -from a sequence : with more than one other, you 

may either lead queen and proceed with lowest, or begin 

with lowest and proceed with queen. 

17. It maybe gathered from the preceding rules (13 

to 16), that with a tierce you may lead two rounds; 

but with only two cards in sequence it is best to allow 






THE LEAD. 33 

the second round, if unfavourable, to come from partner ; (Sequence 

. discontinued 

excepting only when the second card ot the sequence is by a, to be 
unguarded, in which case it should be played instanter, by partner.) 
lest it clash with partner's king-card. 

18. Leading ace and then a low one, indicates either Ace and low 
numerical strength, or positive exhaustion : in the for- ones ' 
mer case, you may establish a ruff for partner ; in the 

latter, for yourself. In general, with ace and several 
small ones, it is best to remain quiet ; playing ace can 
make but one trick, whereas its reservation may pro- 
tect partner's hand, if not your own. Moreover, should 
you be left with long-trump and ace five of an entire 
suit, by passing the first two rounds, you probably make 
three tricks therein. 

19. With ace king six in suit, insure two rounds ; Ace king 
begin with king, for if partner has none, he gains the S1X m smt * 
advantage of calculating for a double discard; and if 

the ace were ruffed at the outset, he could not give you 
so much credit for the king; morever, second hand 
would be less eager to ruff the king than the ace. 

20. With ace king iive in suit, and strength in Ace king 

.. .. . .,., . five in suit. 

trumps, you might, it requiring three tricks m the suit, 
lead lowest ; or king first, and then lowest, particularly 
if partner drops knave ; but if weak in trumps, change 
the suit on the knave falling, and await the result of 
partner's hand. 

21. With king knave and more than one other, j^,^ 11 ^ 
3 



34 



THE LEAD. 



Queen, &c. 



Ace queen 
knave. 



INELIGIBLE 
LEADS. 

Ace queen 
or knave. 



Three suit, 
or several 
low cards. 



or with queen and more than two others, lead small- 
est. 

It is better to lead from king or queen, if tolerably supported, 
than from ace : the opponents will lead the suits you avoid, and 
the ace will be most formidable when employed defensively. 
Strong cards take care of themselves; scheme to protect the 
weak. 

22. From ace queen knave, lead ace queen; if part- 
ner has king, he should play it on the queen, so as not 
to intercept the command; and should this be your 
primitive lead, he should forthwith play trumps (the 
best, if weak, 28, iii). 

23. Do not voluntarily lead from ace queen (or ace 
knave, 11 d), unless with five in suit: either alterna- 
tive, however, is infinitely preferable to opening a weak 
suit. 

It is better to relax your own than to strengthen the adver- 
saries' point. Mediocre players, who never part with a tenace 
or certain trick, though for the chance of several, are like fencers 
who parry well, but cannot attack. 

24. It is bad to lead from several small cards, at 
least, without strength in trumps ; or from only three 
of a suit without ace or sequence: e, g. with ace knave 
(or ten) and one other, or with king knave and one 
other, if the lead emanates elsewhere, there is a good 
prospect of two tricks; but without waiting, there is 
little chance of more than one. King queen and one 



THE LEAD. 35 

other, is within the same category, notwithstanding 
the sequence. (See also 43.) 

If such a lead is inevitable, commence with highest, or other- 
wise as advised supra (1). 

25. If you lead from only two in suit, commence Two ragged 
with the highest under any circumstances ; except, per- car * 
haps, at the very close of the hand. If you are not 
predisposed to ruff, it is best to avoid the suit alto- 
gether (Comp. 3 c). 

26. To lead, at the outset, a single loose card for single card, 
the chance of ruffing is, at best, a dangerous experi- 
ment. The opponents, if strong, will at once suspect 

the motive, and play trumps; whereas by quietly 
awaiting the course of play, you excite no suspicion, 
and probably win a more costly trick; perhaps, too, 
leaving the command with partner. Admitting the 
probability of partner holding a finesse, or some strength 
in your blank suit, there is no reason for risking the 
sacrifice of his hand. Moreover, you are liable to mis- 
construction, for should partner be strong in other 
suits, he may give you credit for strength rather than 
weakness in this, and after playing out trumps, eventu- 
ally return the lead to your mutual discomfiture. 

With more than five trumps, it may be well to lead 
a single card ; with five only, you might be playing the 
adversaries' game (81). If weak in trumps, the best 



36 THE LEAD. 

apology for leading a single card is when playing for 
the odd trick, with a prospective ten ace. 

It must be remembered that these precepts apply only to a 
primary lead, and a loose card. A single strengthening card is 
unexceptionable, providing always you are prepared to ruff, if 
called upon. 

King. 27. A single king should never be led : by waiting, 

the chance is in favour of its making, even with ace 
against you ; this too, without exposing your weakness, 
or danger of misconstruction. 



TRUMPS. 
Bis dot qui citd dot. 

28. To the uninitiated the management of trumps v dme du 
is so much the more perplexing, inasmuch as any error 
in this suit is generally attended with worse conse- 
quences than in any other. 

The artificial system of asking for trumps is now so Data for 
generally understood as emanating from great strength, 
with at least one honour, that it seems superfluous to 
suggest, that the signal should in most cases be an- 
swered with your best trump. 

In the absence of a ' Blue Peter,' the rule with 
many good players is, never to lead trumps with a bad 
hand. But it often happens, in the first place, that 
partner may wish for trumps, without being warranted 
in making a special request ; and, secondly, that he has 
no opportunity of so doing. With due deference to 
this section of players, I prefer the more general doc- 
trine, that there are three special motives for leading 
trumps early, irrespective of any intimation from the 



38 TRUMPS. 



I VPS. 



partner ; two of these being direct or offensive motives, 
the third indirect or defensive ; upon which distinction 
the return of the lead is wholly dependent (Comp. 
8, 9). 

The offensive leads (to be returned) are — 
i. When you have great strength, unaccompanied 
perhaps by any other strong suit. 

In this case you lead solely to disarm the enemy (30). 

ii. When you want to establish a long suit. 

In this case you must have at least four trumps (32). 

The defensive lead (not to be returned) is — 

iii. When you lead to strengthen partner. 

This lead, which it is well to avoid altogether after partner 
has abstained from asking for trumps, should always commence 
with the highest (7, 38). 

Theory of 29. The peculiar feature in this department is the 

re Fea<L S necessity of returning instanter the aggressive leads. 
Since the object in leading trumps aggressively is not 
the bare achievement of the utmost tricks in this indi- 
vidual suit, but the subsequent establishment of plain 
suits, after the opponents have been disabled from 
ruffing; you may presume, whenever partner is eager 
for trumps, that he wishes them to be cleared forth- 
with ; whence the simple reason for returning this lead 
with the utmost punctiliousness. 

There may, however, be qualifying circumstances in • the 
nature of the card led, and the trump card : for should partner 



TRUMPS. 39 

have led an equivocal card, and you hold only king queen and 
another; it would be highly imprudent, if, having won with 
queen, you were to return the suit, at the cost of unguarding the 
king ; when partner may simply have made a defensive lead. 

30. With five trumps it is a general rule to extract ri V e or six 
two rounds ; with six it is imperative : you thus disable trumps - 
opponents from intercepting the favourable suits, and 
remain with sufficient power to ruff the unfavourable. 
Under any circumstances, if it be desirable to insure 

two rounds, play the ace if you have it. 

With only four trumps originally, after two rounds, it is ordi- 
narily 5 to 2 that partner holds one of the remainder (5, iii.). 

31. As the ulterior object in other suits is the stress on 

, , . , , , „ . third trick 

mainspring, by which the conduct of trumps is regu- in a back- 
lated, and consequently the third round is the most 
essential to be won, a greater degree of latitude and 
underplay is admissible in this department, than would 
be compatible with plain suits, wherein a third round 
may be ruffed : accordingly, on the principle of securing 
the third round, with king queen and but one or two 
others, you need not, as in ordinary suits, lead king, 
but rather the lowest: many players even prefer 
leading smallest from king queen five trumps ; but in 
most cases it is better to lead king, and then lowest, 
submitting to the contingency of ace being kept up by 
the opponents. 

32. Supposing you want to establish a long suit, ^ t n ^ f ^ uit 
of which you have the perfect command, with only four trumps. 



40 TIMIMI'S. 

trumps, underplay is usually requisite: b. <j. yon may 
permit the first two nicks in trumps to be won by 
sufferance, so Long as byreserving the aceor king-card, 

you scenic possession of the third round (70); after 

which it is Improbable that more than one trump 
remains against yon \ while yon have the other trump, 
and a commanding lead; the adverse trump, if the 
best, will be forced out by your winning suit, which 
will then be re-established by your lone; trump. Noth- 
ing but Ave or six trumps colleotivdy can prevent a 
long suit being thus established ; and even supposing 
five trumps to be in one hand, this may still be effected, 

If you have the khm-ca.id of opponent's suit in reserve; 
for this now becomes as valuable as a. long-1 ininp in 

retrieving the lead. 

;;;;. In this back-game is seen the policy o\' this 

genera] maxim — Keep in reserve so late as you can (he 
Command Of opponent's suits, and take care to leave 
partner's long suit, as unfettered as possible. 

Young players Invariably aot <>n the reverse of this, and <\^u 
adepts require all their judgment <•» steer the exact ooui 

8 l. By y;<un\ management you may possibly establish 
a commanding suit with four trumps headed only by 

the ten ; neither be forced, nor overrulf; one triwnp 

being expended strengthens your hand, leaving the 
contingency o\' partner gaining tenace in the next, 
round. Nevertheless, when the superiority in trumps 



TRUMPS. 41 

is clearly against you, retreat with a good grace, 
realising, Parthian-like, what tricks you can readily, 
instead of affecting a deep game with a shallow hand. 
As a matter of course, if a trustworthy partner forces 
you prepensely, adopt his game without scruple ; give 
him credit for the desired reinforcement in trumps. 

If partner leads a winning card, he may not intend you to 
overruff ; wherefore pursue your own game : if he plays a loose 
card, the only doubt can be whether he is simply trying to 
liberate his suit. 

35. It is obvious, that without the perfect control of stipulation 
the long suit, the above manoeuvring will be futile ; command of 
as so far from forcing out the king-trump, you will sult * 
more probably lose your own : hence the rule — With 

a powerful hand play trumps before disclosing your 
suit ; but with only four trumps lead them not, until 
your suit is sufficiently cleared to insure you the 
future command; always remembering that with a 
good tierce, it is best to extract two rounds consecu- 
tively (17). 

To exemplify this rule — A holds king knave nine seven of 
hearts (trumps), quint to king in clubs, ace king of both other 
suits : B, second hand, has ace queen ten eight of trumps, and 
seven spades headed by quart to queen : C, third hand, has the 
remaining spades : and D the remaining trumps. Vide Frontis- 
piece. Here, if A leads a trump, he loses Jive by tricks. 

36. It may be advantageous to lead up to the ace ; Leading up 

.., j « i to honour. 

with a good sequence lor instance, or numerical 



42 TRUMPS. 

strength ; less so up to king ; and disadvantageous to 
queen or knave. 

But if you hold ace queen ten, when knave is turned up on 
your right, you may lead queen and wait. 

Leading 37. The doctrine of leading through an honour has 

hon°o U u g r h become effete, since the introduction of the Blue Peter 
enables the partner to signal for trumps, without the 
necessity of leading up to the enemy. 

It is generally right to lead knave through the 
queen : as it has little chance of making a trick in 
that position, but offers a good finesse for partner. 

It does not follow, that with only queen and another, 
you should lead through the king ; as the queen may 
be a very protective card. 
Policy of 38. If opponents are three, and your own score very 

ing partner, low, it is right to lead your best trump, particularly 
having no honour ; as unless partner has two honours, 
the game must be lost (7). It is perhaps more im- 
portant to show a good partner your weakness than 
your strength in trumps : in the one case, he will keep 
his own suits entire, discarding from the adversaries' ; 
in the other, he will discard his own, keeping guard 
over the adversaries'. 
Exceptional 39. Many players object to leading trumps when 
trying for the odd trick. 



case. 



SECOND HAND. 



Similes similibus facillime congregantur. 



40. The maxims for second hand are nearly re- chakactee- 
ducible to playing lowest of suit or lowest of sequence ; Finesse and 
continually keeping in view the economy of finesse or tenace * 
tenace: hence, 

a. With ace king knave, play ace or king ; but do f^^'^ 
not finesse in the second round, if the original leader 
betrays poverty (3 c). 

b. With king queen ten, or queen knave nine, play King queen 
queen or knave respectively ; and so on. Queen 

,„.,, , , . . knave nine. 

c. With ace queen ten, play queen ; unless requiring Ace queen 
three tricks in the suit, when you may substitute the 

ten. 

41. The play of second hand, in regard to sequences, Sequence 
is so far analogous to that of the eldest, that wherever 

you would open a sequence as leader, you may equally 
break it second hand : the difference being, that you 
lead the highest, but follow suit with the lowest : e. g. 



44 SECOND HAND. 

knave &c. as ^ rom <l ueen knave tliree in suit, you would lead 
queen, so being second hand, you should put on knave : 
as on the other hand with queen knave four in suit, 
you might lead smallest in preference to queen (16), 
so being second hand you may play lowest, instead of 
King queen disturbing the sequence. Again, as with king queen 

in trumps, and but one or two other trumps, you might lead 
smallest (31), so, being second hand, you may play 
lowest, in preference to parting the sequence. 

The utility of leading the highest of sequence has been shown 
supra (13). The advantage of putting on the lowest is equally 
palpable; for by playing queen from king queen, second or 
third hand shows partner — 

a. That he does not hold the knave. 

b. That the king is not on his left (3 b). 

AcekiDg&c. 42. With ace king &c. it is imprudent to risk either 
first or second round ; it being seldom right, except 
with a strong game or finesse, to keep up the king-card 
in the second round of a plain suit ; for though partner 
might win with a minor card, the third round is likely 
to be ruffed ; so that if thwarted, and the ruffing trump 
could not otherwise have been turned to account, you 
lose both tricks. 

Second best 43. Sometimes, nevertheless, the original leader 

guar e . ^^k^g ^\ le king-card, repeating the lead with a 

small one ; so that with only second best and another 

remaining, your best plan is to produce the former at 



SECOND HAND. 45 

once, e. g. Supposing you had led from king three in 
suit, and fourth hand, having won cheaply, returns the 
suit, your best chance of making the king is to put it 
on ; otherwise third hand might finesse. 

It may be observed, however, that bad players seldom finesse 
when they ought, particularly in a second round. The above is 
another instance of the danger in leading from only three in 
suit (24). 

44. When second hand plays ace to the first lead, ^[aying^ce. 
he must either have several or no more of the suit 
(Comp. 18): if, however, he immediately plays trumps, 

it merely betrays impatience to extract them, regard- 
less of expense. 

45. With ace queen &c. play lowest, unless with five Ace queen 
in suit : with ace queen ten, the case is different (40 c). 

46. With ace knave ten, if trumps, put on the ten ; Ace knave 
in other suits the lowest : because in trumps, the lead ten ' 
may be both from king and queen ; in plain suits, from 

but one of these ; when playing the ten would be 
fruitlessly impairing a strong suit. 

47. Do not rashly put king on queen ; but presuming Honour led 
the lead to be from the usual queen knave &c. reserve Q uem - 
the king for the knave ; as, if the ten is on your side, 

the adversaries will at least lose the command after 
the second round, to say nothing of the chance of 
partner holding ace ; whereas, if ace ten are both 
against you, no trick can be made anywise. 



46 SECOND HAND. 

Assuming the queen to be led from quart to queen, if you 
hold king five in suit, it is an equal chance that the ace is single. 

48. Similarly with ace ten &c. pass the queen ; as 

if partner has king, you probably gain three tricks. 

If queen wins, you will not of course finesse in second round. 

Knavo. 49. Do not put ace on knave, unless holding queen 

also : in which case the king cannot lie on your right, 

except at the very close of the hand. 

Some players demur to passing the knave, lest the second 
round should be ruffed ; but assuming the greater probability 
that the second round does not fail; if third hand is left with 
king, he will be more likely to eventually establish the ruff; 
whereas, if knave were passed, partner may win with queen, 
and the second round falling to the ace, nothing remains to be 
trumped. 

(Summary.) 50. With above limitations (47 to 49), having less 
than four in suit, put honour upon honour : though 
with a fair expectation of establishing a long suit, an 
honour may always be passed. 

Ten&c. 51. With only ten and two others, by heading the 

second round, you may save partner's hand; particu- 
larly if the third hand has already expended an 
honour. 
King 52. With king and another ; if the knave, put it on ; 

guar e . ^ a loose card, it is sometimes right to put on king, 
and sometimes not ; a previous determination prevents 
the betrayal of the hand by hesitation : the chances 
being originally 2 to 1 against third hand having ace 



I 



SECOND HAND. 47 

(5, i.), it is generally proper to play the king, particu- 
larly if you want the lead. On the other hand, a good 
player is not over-partial to leading from ace (21). L 
turned up, the king should invariably be played. 

53. With queen and another, play the latter: for ^rdfi^ 
the chances are 5 to 4 against queen winning (5, ii.), 
while you have at least the chance of making it over a 
finesse in the second round, without exposing your bar- 
renness. If a superior honour is turned up on the right, 

or by partner ; the queen should certainly be played. 

The adage, "king ever, queen never," should be interpreted, 
"king often, queen seldom." 

54. With knave and another, playing knave would Knave 
generally be taken for a Blue Peter. guarded. 



THIRD HAND. 



Ne quid nimis. 



FINESSING. 



55. We now come to the subject of finessing; an 
attribute possessed in common by the second and third 
baud, though more generally ascribed to the latter. 
theory of The position of the game will commonly determine 

the propriety of finessing; for there is no positive 
finesse which circumstances may not render indefensible. 
In the first deal, there is scarcely any which is unjusti- 
fiable, when the failure leaves you at three instead of 
four; on the other hand, no finesse is justifiable, on 
which depends scoring two or four, where there might 
be a certainty of three. 

Finessing is more or less judicious, according as the advantage 
accruing from success will be to the disadvantage entailed by 
miscarriage : when, therefore, the risking one trick might be 
fatal, there is not the shadow of excuse for finessing. To save 
game must always be the paramount consideration ; sometimes, 
on the other hand, this cannot be done except by a successful 
finesse (e. g. 94). 



THIRD HAND. 49 

56. No finesse can be more a propos than with B S au ideal 

x x m of finesse. 

minor-tenace in the second round of a suit, e. g. queen 
ten against king knave &c. for if second hand plays a 
loose card, you may conclude, except now and then in 
trumps, that he does not hold the best (Vide 32, 42); 
wherefore you can hardly suffer by finessing the ten. 

57. Hence, if third hand wins partner's lead by ^ce queen, 
finessing queen, he must play the ace before returning 
another, to prevent partner from finessing ; not to men- 
tion the impropriety of keeping back the command of 

his suit. 

It is not essential that the ace be returned instanter, but 
merely that it have precedence in that suit. 

58. The finesse with ace queen is perhaps the most 
ordinary that occurs ; insomuch that if third hand 
plays ace in the first round, he must expect little credit 
for the queen. It is seldom requisite to finesse against 
more than one intervening card ; though in trumps, 
deep finessing, or rather passing a trick, may be very 
effective. 

It is erroneous to suppose that the third hand has at all times 
an equal chance of succeeding in a finesse against but one inter- 
vening card : for after the second hand has played, the fourth 
hand is then holding one card above him ; which preponderance, 
increasing with the progress of the hand, must be taken into 
account. Moreover, there is always a chance of the intervening 
card being unguarded ; so that you give rather more chance than 
you receive by finessing. 
4 



50 



THIRD HAND. 



Partner's 
card. 



Knave or 
ten. 



Nine. 



e. g. Remaining with queen ten against knave nine and 
another ; if partner leads the lowest, and second hand plays 
the nine, the chances on fourth hand holding the knave against 
the second are, with only four tricks played, 9 to 8 ; with nine 
tricks, 4 to 3 ; with ten tricks, 3 to 2; with eleven tricks, 2 to 1. 

59. One mode of finessing is, trusting the trick to 
a strengthening card of the partner. Under no cir- 
cumstances put ace on his queen ; for if the king does 
come in, this is better than parting with both ace and 
queen for one trick, and leaving the command against 
you. 

60. Again, if partner leads knave, and you have ace 
ten ; by passing his card, you will subsequently have 
a favorable finesse with the ten, this hardly coming 
within the injunction against holding up the king-card 
in the second round (42). 

Similarly, if partner leads ten, and you have ace 
knave, pass the ten. 

61. You might even pass partner's nine, especially 
in trumps, for if he has no honour, you can make but 
one trick anywise ; if he has an honour, you may thus 
make two. 

Good players seldom lead a nine or ten, unless — 
i. From sequence to king (13). 
ii. From king knave ten nine. 

iii. When heading a suit of less than four cards (8, iii.). 
If knave or king is in your own hand, you conclude it is for 
the last reason. 



THIRD HAND. 51 

62. With ace queen ten, it would be impolitic to Ace queen 
finesse ten in the first round, in preference to queen. 

63. With queen ten &c. it would be very improper Queen ten. 
to finesse in the first round, though it may be extremely 
apropos in the second (56). 

64. With king knave four in suit, finesse knave King knavo# 
and return lowest ; with three in suit, and a fortiori 

with king knave only, to a primary lead, play king 
and return knave ; to a subordinate lead, it is safer to 
finesse without returning it. 

65. With less than four originally of partner's weak suit. 
aggressive lead, there is rarely any profit in finessing ; 

in any event, the next highest should generally be re- 
turned. 

This answers two purposes : demonstrating your own poverty, 
and transferring the finesse to partner. Bad players prefer 
finessing themselves to allowing partner to do so, even in his 
own suit ; and returning a loose card, weaken their fellow- 
combatant, when they ought to strengthen him. 



FOUKTH HAND. 



Bis imperat qui sibi imperat. 



Ace knave 66. If king is led, and you hold ace knave <fcc. by 

permitting king to win, you insure two tricks if trie 
suit is pursued : if, on the other hand, the suit is dis- 
continued (Vide 15), the position of the knave is not 
improved, and ultimately the ace may be ruffed. 

In the case of second hand, the knave requires no extraneous 
protection, the queen being clearly on the right: consequently 
the king should be taken at once ; providing that you would 
not be obliged to play back to the queen, and also that you do not 
care for the immediate command. The principle, in both cases, 
is simply to consider, whether you would rather take possession 
of the ensuing lead, or leave it with the adversaries. 

tcfwe^k UP ^' having won a trick very cheaply, it may not 
hand. "b e amiss to return the opponent's suit ; but this must 

very rarely be done in trumps, nor upon too light 
grounds: for the apparent weakness may be a mere 
decoy, under which a strong game or tenace is con- 
cealed, in anticipation of the return. Never, therefore, 



UNDERPLAY. 53 

be surprised in this ambuscade, in trumps : to say the 
least, you play the adversary's game by extracting 
them. 

68. In plain suits, if strong yourself, there is less 
room for suspicion ; accordingly, by playing through 
the original hand, you give partner the chance of mak- 
ing a trick with the third best, while you retain the 
king-card. This underplot becomes dangerous in con- 
nection with numerical strength, owing to the greater 
risk of a ruff; but at the finale, when trumps are 
scarce, the advantage of leading through the strong 
hand may be worth obtaining by winning partner's 
card. 



UNDERPLAY. 



Periculosce plenum opus alece. 



69. This manoeuvre is constantly practised by the Bagis of 
adept against the uninitiated : its main feature con- under P la 7- 
sisting in so keeping back a king-card as to induce a 
doubt or misconjecture as to its position ; through which 
means, sometimes, partner may make third best, while 
you still retain the command ; at other times, the oppo- 



54 UNDERPLAY. 

nents may be induced to pursue beyond due bounds an 
originally promising lead (66). In plain suits, this 
agency is seldom resorted to with advantage except at 
the finale ; for not only may the second best unexpect- 
edly appear (43), but the king-card may ultimately be 
ruffed (42). 
Efficacy in 70. The advantage of underplaying trumps is most 

conspicuous in the establishment of a long suit ; when 
it is not merely requisite to effect the comparatively 
easy discharge of three rounds in trumps, but also to 
insure winning the third round, for the assistance of 
the lead in forcing (Vide 32). These then being the 
conditions which underplay is required to satisfy; if 
you have ace king four trumps, you must not, even 
though last player, win both first and second trick 
therein ; or having led from ace four trumps, you must 
not be persuaded to let down the ace on return of suit : 
on same principle, with ace queen four trumps, if 
knave is led, you must not, as usual, put on ace second 
hand (49), but pass it altogether. 

It is of course understood that partner has not collateral 
strength in trumps ; as underplay would then be superfluous : 
if, on the other hand, partner had led an equivocal card ; or if 
trumps are led by opponents, recourse to such play is more 
obvious. 



FORCING AND RUFFING. 



Trumpatur ab his (the weak), discardatur ab Mis (the strong). 

Cantab. 



71. The virtue of a force may be exemplified by an Principle of 
extreme case — A has six trumps and a septieme major ; 

B opponent, has sizieme major in trumps, a quart major 
and tierce major of other suits ; now if A leads a trump, 
he loses a slam ; whereas by forcing B, he gains the odd 
trick. Scarcely a hand is played wherein this principle 
is not more or less tested {Camp. 35). 

72. A good partner will generally give you credit Data for 

forcing 

for at least four trumps, if you force him precipitately ; partner, 
it being an old dogma, not to force partner unless 
strong yourself; still, you will never scruple in doing 
so, 

a. If he had purposely led for a ruff; 

b. If he does not signal for trumps ; 

c If, after having ruffed, he abstained from leading 
trumps ; 

d. If great preponderance in trumps appears against 
him (Comp. 33) ; 



56 FORCING AND RUFFING. 






e. If there is probability of a see-saw ; 

f. If trying for the odd trick (Comp. 38). 
See-saw. 73 When partner has already a renounce, and you 

have but a single card of another suit, play this, before 
pursuing the force ; in order to establish the decimating 
process of a see-saw. 
Never mff, 74. If strong in trumps, never ruff a second-best 

never fail, nor uncertain card, particularly when having a long 
suit (Comp. 34), unless in case of a saw. Never fail to 
ruff if weak, even though sure of being over-ruffed ; or 
knowing the king-card to lie with partner ; the advan- 
tages are, employing a powerless trump ; demonstrating 
the poverty of your game to partner; and perhaps 
leaving in hand the command of the adversaries' reserve 
suit. 
Unequivo- 75. Under any circumstances, it is indispensable to 

nip a long suit in the bud ; it being better to part with 
the king-trump, than to allow the opponent to be dis- 
carding after you: be careful, however, not to ruff 
higher than the occasion may warrant. 

Superficial players exaggerate the extravagance of ruffing 
with the king-trump; forgetting that the ace can make but one 
trick, while the ruff may obstruct several. When, however, you 
have no winning cards, the ruff might be suspended, till one of 
the adversaries, becoming exhausted, would at least be unable to 
re-enter in that suit ; but this position is rarely tenable, except 
at double dumby. 

inferences 76. As a refusal to be forced indicates a long- suit 

from discard ° 



FORCING AND RUFFING. 57 

with strength in trumps (74), the discard probably be- 
longs to a third suit, of which there may still be a rem- 
nant in hand ; consequently, the adversaries should 
hasten to get out the king-card thereof without preju- 
dice : if, however, a high card had been sacrificed, it is 
probable that the discarder has already established a 
double renounce, having only trumps and. a long suit 
remaining. 

Should the ruff have merely been temporarily declined, or 
from fear of an over-ruff, the above presumptions become strong- 
er ; and the precaution of playing the king-card of the discarded 
suit is more urgent. 

77. If partner discards from your best suit, it is King-card 
right, if strong in trumps, to force him with a loose q,npett0 ' 
card, reserving the best for the future command. 

78. When partner declines to ruff a winning card, Repudiated 
lead trumps instanter ; the highest if weak ; conversely, foico ' 
when an opponent declines, avoid the fatuity of forth- 
with leading trumps, or otherwise shifting the suit ; in- 
stead of unswervingly pursuing the force, and giving 
partner the chance of a counter-renounce. 

79. Never allow one opponent to be making loose Ilif 
trumps, while the other is discarding ; the extent of Jj"^^ 11 
this error is seldom comprehended by unskilful players ; 

who, seeing the good effect of judicious forcing, often 
attack the strong and weak hand indiscriminately. 
Let not the strong discard, while the feeble ruff. 



58 FORCING AND RUFFING. 

Thirteenth 80. A thirteenth card is usually employed to econo- 
mize trumps, by making them fall separately: hence, 
third hand should either put on his best trump, in hope 
of emancipating partner ; or pass it altogether, parti- 
cularly with a tenace to be led up to. It follows, that 
if both adversaries hold trumps, and partner has none, 
it is ruinous to lead a thirteenth card. 

improvident 81. With ^ve trumps and a poor hand, do not be 
rashly forced by opponents, who might, by drawing one 
trump, succeed in establishing a long suit (32) ; where- 
as, by remaining close, you may effect the same for 
partner. 

Deference to ^2. When partner is impatient to exhaust trumps, 
partner's ft i s unpardonable to hoard up a solitary remnant, for 

game. ■ r ■*■ J ■ 

the cross-purpose of ruffing, instead of directly abetting 
his object : such a ruff is commonly worse than useless ; 
for if this is partner's suit, you do but " encumber him 
with help." 



HINTS AT FINALE. 



Hie labor, hoc opus est. 



83. The difficulty at the finale consists, not in deal- Loose card# 
ing with obvious data, but in mentally tracing out the 

latent positions. 

With all winning cards except one, play the loose Loose trump 
card, for the chance of partner making second best; 
which he could not do, if kept till the last. 

84. With only a loose trump and tenace ; play the 
former, to get led up to. 

85. Similarly with only king three in suit, and a King &c. 
loose card ; lead the latter, as the best chance for king W1 

is to be led up to. 

86. Holding all the trumps except the best, lead the 
smallest ; to show partner that you have the remainder, Loil g£ rum P s 
and to prevent the king-trump from stopping his suit, king-trump, 
with the contingency of gaining tenace in the next 

round. 

87. It follows, that it is impolite to play out the 



60 HINTS AT FINALE. 

king-trump when the rest are in one hand ; as it might 
stop the career of an opponent, who may never recover 
the lead. If both adversaries hold trumps, it is generally 
right to draw two for one. 

Minor 88. Remaining with minor-tenace, against tenace 

guarded, e. g. knave nine, against queen ten and another ; 
you should lead knave, if you suspect the ten to be single. 

Sunning a 89. With such cards as knave nine eight, against 



card. 



o A - 



ten guarded; by "running" the eight, you may make 
every trick. 
Tenace, &c. 90. Supposing second hand (B) remains with tenace 

in second . . 

hand. i n trumps, and king of another suit guarded ; eldest 

hand (A) holding minor-tenace, and the corresponding 
ace : if A leads the ace, B may, by sacrificing his king, 
bring it to an equal chance, whether he wins three or 
two tricks ; whereas by preserving king, three tricks 
cannot be made. 

King &c. 91. Supposing ten tricks being made, you remain 

with king ten and another ; if second hand plays an 
honour, cover it ; otherwise finesse the ten, for a certain 
trick : wanting two tricks, put on king. 

92. With king nine and another, you cannot insure 

a trick, except by finessing ; should, therefore, second 

hand have capped the nine, the best chance for the king 

is to put it on. 

Couj) 93. Eemaining with all loose cards, except the best 

m ' and another trump; partner having the second best 



HINTS AT FINALE. 61 

trump, and a winning hand ; you should, if forced, cast 
away the king-trump, so as by returning the other, to 
give partner the uncontrolled lead. 

To exemplify this masterly stroke — The score is four all : A, 
having six tricks turned, remains with ten seven of trumps, and 
two hearts, one of which he leads ; B (second hand) has knave 
eight of trumps, and two clubs ; C has two loose trumps, and the 
other hearts; D (fourth hand) has king and another trump, with 
the other clubs : here, D, seeing it impossible to win every other 
trick, without partner has either the best trumps, or a successful 
finesse therein, ruffs with king, and leads the loose trump; there- 
by showing what scientific play may effect. 

94. The following case of playing to points is of 
frequent occurrence : nine tricks to be made, the leader predicament 
has two forcing cards and two loose trumps, against two 
king-trumps. Here it entirely depends on the score, 
whether he may venture to lead a trump for the chance 

of the others being divided ; or whether he must abide 
by the certainty of gaining two tricks by forcing ; had 
the opponents made five tricks, and only wanted the 
odd, the former would be the sole chance of saving the 
game. 

In the absence of antecedent data, it is 11 to 3 against either 
adversary holding both the king-trumps. 

95. Kemaining with only two suits ; one consisting 
of winning cards, the other of ace and another ; by 
isolating the ace in discarding, the chance of partner's 



G2 SYNOPSIS OF ODDS. 

assistance in forcing out a long-trump, is much de- 
teriorated. 



SYNOPSIS OF ODDS AT SHORT WHIST. 



The peculiar nature of the various phases, and 
fluctuating elements of whist, renders it impossible to 
construct an exact mathematical scale of the odds at 
every stage of the game. Empirical data afford the 
only foundation for the following calculations, which 
are generally accepted, as the most approximate re- 
sults derivable from experience and conventional adop- 
tion. 

{1 to love is 5 to 4"| 
*--love „ 2 — l( 0Ilthcgame> 
3—4 ,','l03* — 100 J 

The usual odds laid on the rubber, by the winners of 
the first game, are 5 to 2 : but it is mathematically 
demonstrable, that the precise odds are 3 to 1. 

After winning the first game, the odds on the rubber, 

with the deal, are 

At 1 to love about 7 to 2 At 3 to love about 9 to 2 

„ 2 — love „ 4 — 1 „ 4 — love ,, 5 — 1 

It is nearly 13 — 7 and 27 — 2 against the deal count- 
ing respectively two and four by honours. 



SYNOPSIS OF ODDS. 63 

It is nearly 20 — 7 and 23 — 1 against the non-dealers 
so counting. 

It is 25 — 16 (about 3 — 2) against honours being 
divided. 



DUMBY. 



The lowest cut takes Dumby for partner, with the 
choice of seats and deal. The laws are the same as at 
the parent game, with this exception, that Dumby cannot 
revoke : since fraud cannot lie with the complicity of 
the adversaries. Dumby is not exempt from the penalty 
of misleading, because a mislead is often of vital import , 
and if no penalty attached thereto, the experiment would 
be continually attempted. 

The whole policy of the assailants' game consists in 
leading through Dumby' s strong suits, and up to the 
weak ; the return of partner's lead being, in most cases, 
of secondary consideration. 

This game eminently displays the rationale of some 
of the most important maxims at whist ; e.g. 

The expediency of leading a strengthening card to partner. 

The benefit of pursuing an old suit in preference to a fresh 
weak one. 

The importance of placing the lead. 

The mischief of forcing the strong and weak hand indiscrim- 
inately : and the proper application of a thirteenth card. 

The policy of retaining the command of the adversaries' suit. 



HUMBUG. 65 

Deschapelles calculates that between third-rate 
players, Dumby has the advantage of about 5 to 4 in 
the short game; between first-rate players, the same 
advantage is in favour of the opponents ; while between 
second-rate players, the battle is strictly even. 



DOUBLE DUMBY 

Is the most favourable variety of Whist for the best 
player ; but is especially recommended to pupils, as the 
best mode of studying positions of finesse and tenace. 



HUMBUG 

Is two-handed Whist ; the alternate hands being 
discarded. Each honour counts one, with preference to 
seniority, i. e. the ace first, then the king, and so on. 

e. G. If A is 4, and has the ace, while B is three, having all 
the minor honours, A will be game, if B cannot count out by- 
tricks. 

In this game it is self-evident, that the safest leads 
are from sequences, and that the main policy is to es- 
tablish as many tenaces as possible. 

5 " 



06 THREE-HANDED WHIST. 



FBEKCH HUMBUG 

Is an improvement on the former game ; each player 
having the option of exchanging one of the alternate 
hands for his own, which cannot afterwards be looked 
at. Honours do not count if divided : otherwise two 
honours count one, and four honours two points. 



THKEE-HANDED WHIST 



Is when three persons each play their own hand inde- 
pendently ; the hand opposite the dealer being discarded 
unseen. 

The game is ten up : each trick above four counts 
one ; honours counting individually, as at Humbug. 



_ 



COMPARISON BETWEEN LONG AND SHORT 
WHIST. 



At long whist the game is ten up : honours are not counted 
at the score of nine, but may be called at eight. 

At short whist the game is five up : honours are not counted 
at the score of four, and are never called. 

In either system, tricks count before honours, excepting only 
in the call. 

Notwithstanding the proportion of the respective scores is as 
10 to 5, yet experience teaches that three long games average the 
same period of time as four of the short : in this latter ratio, 
therefore, short whist is the more convenient to supernumeraries 
awaiting their turn to cut in. 

Another benefit arising from the shorter game is its tendency 
to the improvement of play. The attack and defence in shorts 
is precisely similar to five-all at longs ; in either case five tricks 
with one honour being necessary to save game. But, inasmuch 
as the loss of a critical odd trick must be oftener fatal in a score 
of 5 than of 10, a closer attention in playing to points is imposed, 
than when the termination of the game is not immediately at 
stake ; and the merit of steady play accordingly receives a greater 
recompense. Owing, however, to the greater margin for chance 
in the counting of honours, the prospects of an indifferent player 
are not deteriorated, while a good player may sooner escape the 
annoyance of a bad partner. 



68 WILFUL REVOKES. 

If it were desirable to render the game more dependent upon 
skilful play, the honours might be halved, 4 honours scoring 
only 2, and three honours only 1. Arnaud, Major A. and others, 
object that the exorbitant scale for honours gives an undue 
preponderance to chance in the short game; but this is just 
the condition for entering into the compromise on the part of 
indifferent players, who would otherwise unquestionably be placed 
hors de combat. 



WILFUL REVOKES. 



The question is sometimes mooted, whether it is fair to re- 
voke on purpose. The case for the defence is, that A is privileged 
to commit the revoke, providing he is ready to succumb to the 
penalty on detection. The reply is, that A is not justified in 
breaking the law, because he is willing to abide the consequence. 
But the analogy between the infraction of the penalties of a 
pastime and those of civil jurisprudence is imperfect ; the proper 
issue being, what is the understanding between the players when 
they sit down. Now a game is constructed of certain conven- 
tional conditions, embodied in the form of laws ; these conditions 
being such as may be most conducive to positive amusement, 
not merely to the negative prevention of abuse. Consequently 
any one joining in a game, wherein calculation is an inherent 
quality, is presumed to accept these conditions ; and any laches, 
which defeats the rationale of the game, is supposed to arise 
from inadvertence : hence, indeed, the law specially permits the 
interference of the partner in guarding against a revoke. 



WILFUL REVOKES. 69 

It is plain, therefore, that a wilful revoke is at all times a 
breach of the natural conditions of the game, and consequently 
of the understanding between players. 

But the moral obliquity of the proceeding is most heinous, in 
cases where the full penalty cannot attach, as in the case of a 
desperate game. If A is love, and can only save the game by 
revoking, he may win, and cannot lose ; or A might prefer the 
risk of sinking a present score if detected, to the certainty of 
losing the game if he does not revoke : either stage of which 
policy, the adoption of the by-law suggested in page 17 would 
serve to meet. 

The question remains, whether A, having made a revoke, may 
properly endeavour to escape detection by repeating it. We 
consider that, the laches having once inadvertently arisen, in- 
fringement of the rationale of the game cannot further be pleaded. 
Moreover, the penalty being undoubtedly the more severe on 
account of the difficulty of detection, it should hardly be expected 
that any one shall be instrumental to his own conviction ; par- 
ticularly when his only hope of escape is clogged by the risk of 
additional punishment. 



THE STKICT* GAME. 



All card-laws are necessarily suspicious and severe ; con- 
sequently trivial offences are sometimes visited with apparently 
unmerited harshness. The penalties of whist, however, are not 
so strict as those of piquet ; and various proposals have been 
made for augmenting their present rigour. It is mistaken 
clemency to overlook the slightest faux pas. for if the law once 
ceases to be carried out in its integrity, the door is thrown open 
to constant bickering and laxity of play. The opinions enun- 
ciated by Mrs. Battle on this point deserve to be universally 
adopted — "A clear fire, a clean hearth, and the rigour of the 
game" — "This," says Charles Lamb, "was the celebrated wish 
" of old Sarah Battle, who, next to her devotions, loved a good 
"game of whist. She was none of your lukewarm gamesters, 
"your half-and-half players, who have no objection to take a 
"hand if you want one to make up a rubber ; who affirm that 
"they have no pleasure in winning; that they like to win one 
"game and lose another; that they can while away an hour 
" very agreeably at a card table, but are indifferent whether they 
" play or no ; and will desire an adversary, who has slipped a 
" wrong card, to take it up and play another. These insufferable 
"triflers are the curse of a table. One of these flies will spoil a 
"whole pot. Of such it may be said that they do not play at 
"cards, but only play at playing them. 

" Sarah Battle was none of that breed. She detested them, as 
"I do, from her heart and soul, and would not, save upon a 



THE STEICT GAME. 71 

'striking emergency, willingly seat herself at the same table 
'with them. She loved a thorough-paced partner, a determined 
' enemy. She took, and gave, no concessions ; she hated favours. 
' She never made a revoke, nor ever passed it over in her 
' adversary without exacting the utmost forfeiture. She fought 
' a good fight : cut and thrust. She held not her good sword 
' (her cards) ' like a dancer.' She sat bolt upright ; and neither 
'showed you her cards, nor desired to see yours. 

"I never in my life — and I knew Sarah Battle many of the 
'best years of it — saw her take out her snuff-box when it was 
' her turn to play ; or snuff a candle in the middle of a game ; 
' or ring for a servant till it was fairly over. She never intro- 
' duced, or connived at, miscellaneous conversation during its 
' process. As she emphatically observed, cards were cards ; 
' and if I ever saw unmingled distaste in her fine last-century 
' countenance, it was at the airs of a young gentleman of a 
'literary turn, who had been with difficulty persuaded to take 
'a hand ; and who, in his excess of candour, declared, that he 
' thought there was no harm in unbending the mind now and 
'then, after serious studies, in recreations of that kind! She 
'could not bear to have her noble occupation,' to which she 
' wound up her faculties, considered in that light. It was her 
' business, her duty, the thing she came into the world to do,— 
'and she did it. She unbent her mind afterwards, — over a 
' book." 



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